Dinoff

Dinoff

Joined Member # 3225085
17 Posts 336 Replies 699 Reputation

im working with entrenchment 1.41 and i have made it so that scouts can use the phase gate ability from the visari capital ship. it requires no antimatter and with no delays and no end buff time. unfortunatly i cant seem to get the scouts to always leave one at every planet. so occasionally there will be a planet without the phase node. is there a way to make them constantly drop the phase node so i dont have to worry about this problem?

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Reply to Halo MOD? in Sins Modding

they already know this. i used to do the text editing for this and its all been discussed.

2,504 Replies 4,903,082 Views

actually for the interplanetary gun look to the novalith ability i dont know remember what fille i think its tec cannon.entity the range of the gun does not matter when it comes to that but it depends what your looking for it to do. i have experience working with that particular file when i tried to make a halo.

19 Replies 7,390 Views
Reply to Halo MOD? in Sins Modding

i might be back later but imjust tired of modding and not really playing the game

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

the only thing i have saved it my plasma torpedo text. but i havent even bothered reinstalling sins. im sorry everyone but im done modding for now

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

yeah canada ive completely lost all motivation because i lost all of my work. everything because i had to reformat my computer last night and i forgot to back up the mod folder.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

last time it will be said this mod will be for both vanilla and entrenchment so nobody will b e left out just cheated of some extra things. canada we need that new thread.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

i actually have business out of state for two weeks as well so my work will be sporadic at best. sorry for your loss canada

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

canada, i need something to replace these(pelicans and odst pods) do you want to make invasions an ability ending in colonization? for now i want to try that have the tec seige ship bombard ability, minus the wait time for the planet to become habitable, and give it a colonization effect at the end muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle" hitEffectName "Weapon_TechCapitalPlanetBombing_Hit"

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

canada, i need something to replace these(pelicans and odst pods) unless you want to make invasions an ability ending in colonization? for now i want to try that have the tec seige ship bombard ability, minus the wait time for the planet to become habitable, and give it a colonization effect at the end muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle" hitEffectName "Weapon_TechCapitalPlanetBombing_

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

not to be a bitch canada but my computer is in for repairs which is why i have been quite and i cant work on anything on my parents computer otherwise i get yelled at. it will not be back for some time. sorry for all the delays on posting the work that i have finished.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

congrats your our new texture member... im just kidding but seriously people everyone we know what we need and we need people to stop telling us and start doing it. and ive gotten bogged down by work so i have to once again delay my post of 1.16 and entrenchment

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

ok for the entrenchment people i am busy with finals and have to pass plus the internet at my school does not allow for large file uploads or emails so be patient and i will have one soon.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

i think we should keep them all. we need ships to replace the vanilla ones anyway and we to remember that the unsc still had to develop new ships durring the war. ergo we should just make the one from the halo wars book an old model upgraded to the new one while still having the old one usable. *edt* halo wars takes place 20 years before halo so any ship in the halo wars genisis book is an old ship.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

we're not dumb,we're not dumb,we're not dumb,we're not dumb,we're not dumb,we're not dumb,we're not dumb,we're not dumb,.... you dont have to continuously state the importance of something like we are forgetting it. yess they are important however we are getting there.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

pooint being we have a destroyer

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

we also got a bungie pic somewhere back in the begginning as i recall.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

o and by the way i noticed that the spirit of fire is about the size of the assualt carrier and the marathon is smaller than any capitol ship and that dallas one is kinda big. so whats up with it? is there an easy way to fix it. also for entrenchment i rebalanced the ships(my way) and it still needs testing...yeah i really need to tinker with it more but it works the way i think its suppost to though and thats what matters.

2,504 Replies 4,903,082 Views
Reply to Halo MOD? in Sins Modding

i officially have a working entrenchment version with all ships under their respective names and files. canada i cant upload any of that till i get back home from college because my school is gay about its internet usage. i need the aid of another entrenchment user to discover the secrets to making a new starbase using the same meshes. o i only care about making the vanilla starbase work under different names because i have finals in 2 weeks.

2,504 Replies 4,903,082 Views